3436
I dare the next person to have love with their closest female relative.
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Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: hiii
You: AHHH THEIR GOING TO EAT ME
You: loving HELP
You: I NEED A GUN
You: NOW
Stranger: OMFG
Stranger: WTFFFFFF????????
You: OH GOD THEIR EATING MY HANDDD
Stranger: OMG
You: AHHH TYPING WITH ONE HAND ISNT FUNNN
Stranger: SORRY
Stranger: ROFLMAOOOOOOOOO
You: Oh wait, it was just gas.
You: :D
Stranger: HAHAHAHAHAHAHAHAHAHAHAH
You: The sound of laughter makes me feel so good :D
You: Like if I got a lewinsky.
Stranger: :O
Stranger: U PERV
You: So anyways stranger.
Stranger: asl ?
You: 14/f/Cali
Stranger: oh cali
Stranger: u beehotch
Stranger: 13/male/brazil (cry)
You: yeah, i hotch those bees good.
Stranger: HAHAHAHAHA
Stranger: UR SO FUNNYYYYYYYYYYYY
You: Luv you too <3
Stranger: x3
Stranger: whats ur name ?
You: Christy
Stranger: oh
Stranger: la?
You: What did you say to me.
You: You loving bastard.
You: I never want to see you again :'(
I took a look.
Its decent, but we don't need articles on basic weapons included with the game.
Everyone already knows about the Gun.
They will ban google :0!Dont you loving dare steal what i said
You need to find and modify where the spawnData field is used in the rest of the code.There is no hunger system in CityRP. There is one in CityRPG, but it hasn't been released.
Also, if everyone seems to be recreating e.g. the spawns from CityRP, the money system from CityRP, the hunger system from CityRP, aren't we just going to end up with CityRP again except now in twenty incompatible mods?
You should just make it so normal players placing a Spawn Point brick (the normal one) spawn there as a personal one and ones belonging to Super Admins or the city or whatever (e.g. unowned property like banks) are used for players without a spawn yet.
function StrykerShellProjectile::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e)
{
if(%col.dataBlock.className $= "Glass" && !%col.indestructable)
{
%col.explode();
}
Parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e);
}
function armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%mount = %obj.getObjectMount();
if(isObject(%mount))
{
if(%mount.getDataBlock() == StrykerTurretPlayer.getId() && %triggerNum == 0 && %val)
{
%client = %obj.client;
if(isObject(%client))
ServerCmdUnUseTool(%client);
if(getSimTime() - %obj.lastShotTime < 2500)
return;
%scaleFactor = getWord(%mount.getScale(), 2);
%p = new Projectile()
{
dataBlock = StrykerShellProjectile;
initialPosition = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
initialVelocity = vectorScale(%mount.getEyeVector(),140 * %scaleFactor);
sourceObject = %obj;
client = %obj.client;
sourceSlot = 0;
originPoint = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
};
MissionCleanup.add(%p);
%p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);
%mount.mountImage(StrykerSmokeImage,1);
serverPlay3D(StrykershotSound,%obj.getPosition());
%theVector = %mount.getEyeVector();
%theVector = vectorAdd(%theVector,"0 0 1");
%theVector = vectorScale(%theVector,%mount.getObjectMount().dataBlock.mass*5);
%theVector = vectorSub(%theVector,vectorScale(%thevector,2));
%mount.getObjectMount().applyImpulse(getWords(%mount.getEyeTransform(),0,2),%theVector);
%obj.playThread(0,activate);
%obj.lastShotTime = getSimTime();
return;
}
}
Parent::onTrigger(%this,%obj,%triggerNum,%val);
}
datablock DebrisData(StrykerShellDebris)
{
emitters = "rocketTrailEmitter";
shapeFile = "./emptywheel.dts";
lifetime = 0.1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;
gravModifier = 0;
};
datablock ExplosionData(StrykerShellExplosion)
{
explosionShape = "";
soundProfile = rocketExplodeSound;
lifeTimeMS = 150;
debris = StrykerShellDebris;
debrisNum = 30;
debrisNumVariance = 10;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 180;
debrisVelocity = 140;
debrisVelocityVariance = 50;
particleEmitter = gravityRocketExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = gravityRocketExplosionRingEmitter;
emitter[1] = gravityRocketExplosionChunkEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 20;
lightStartColor = "1 1 0 1";
lightEndColor = "1 0 0 0";
damageRadius = 8;
radiusDamage = 170;
impulseRadius = 15;
impulseForce = 5000;
playerBurnTime = 5000;
};
AddDamageType("StrykerShellDirect", '<bitmap:add-ons/Projectile_GravityRocket/rocket> %1', '%2 <bitmap:add-ons/Projectile_GravityRocket/rocket> %1',1,1);
AddDamageType("StrykerShellRadius", '<bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1', '%2 <bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',1,0);
datablock ProjectileData(StrykerShellProjectile)
{
projectileShapeName = "./empty.dts";
directDamage = 100;
directDamageType = $DamageType::StrykerShellDirect;
radiusDamageType = $DamageType::StrykerShellRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = StrykerShellExplosion;
particleEmitter = rocketTrailEmitter;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 15; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 20; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = rocketLoopSound;
muzzleVelocity = 120;
velInheritFactor = 1.0;
armingDelay = 0;
lifetime = 4000;
fadeDelay = 4000;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 1.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
explodeOnDeath = 1;
uiName = "Stryker Shell"; //naming it this way so it's next to the rocket in the alphabetized list
};
Anyone up for some L4D? My bro is offering to play.if its on the xbox im in